It’s good advice though!
A lot of people say that you shouldn’t spend too much time just watching tutorials or w/e, and it’s sound advice. But I think the nuance is that you need to spend ALL of your time watching tutorials and learning every single thing you can from others, BUT you need to practice each new thing you learn thoroughly. Not just follow the step by step but actually test what you learned with your own application.This way you run into those issues that force you to develop your own problem solving skills, but at the smae time you ain’t lost in the woods, starving, not realizing civilization is half a mile to your east.
This way you don’t waste a second slowly learning something that has already been learned by somebody else. They can teach you faster. And you pick up lots of different ways of thinking and solving problems than if you just grind on your own.
Anytime I have to do something new, the first thing I do is scour the web to see if somebody else has done it already. For the experimental phase of my next game, I have spent two weeks just going through all kinds of third party tools, and combing the web to find different artist’s styles. The goal is to find the best solutions for me that already exist as much as possible. Because I wil never finish if i try to do everything on my own!
To give more example, I’m using trees from two different asset packs. I dissect them, using bits and pieces to form my own trees. My dog model is modified from the wolf model in Call of Duty. The rig is based from that as well. I didn’t need as complex, but it still gave me a good start. The animations I watched some frame-by-frame animations from the guy who animated Game of Throne dragons and just copied what he did. Mines obviously nowhere near as good, but it’s a helluva lot better htan if I just winged it on my own.
For shaders, I ain’t got time to learn to write shaders. That’s not my specialty. So I gather a bunch of different shader packages, try to figure out which parts I need from which, and then I got good idea how to start my own. I tried that and still found it too time consuming, so the next step was to write to a guy who teaches shader writing and I pay him for a couple hours time to run me through some basics. Just enough that I can modify what I already got.
Literally nothing I start from scratch. First step is always to leverage the fact that we is hoomans and can benefit from generational knowledge.
One other important point: Don’t compare yourself to yourself. Don’t compare yourselfl to your peers. Compare your work to the best work in the medium. The goal isn’t to match it, obviously, but that is the standard by which you judge yourself. Obviously your mindset cannot be, “I have to be the best!”, but rather, “how much percentage of the best can I reach in the timeframe I have?”
Anyway, it’s good that you shared lessons learned and I’ll look forward to seeing how you apply them to your next work.